briquette making machine yu gi oh

yu-gi-oh!: best machine decks | cbr

yu-gi-oh!: best machine decks | cbr

Right behind Dragons, Warriors, and Spellcasters in the world of Yu-Gi-Oh!, Konamis fourth favorite Type is easily Machine. It makes sense when approached from the right perspective. Despite what the audience might say, originally this was a game meant for children, and what do children enjoy as much as warriors and dragons? Giant robots and vehicles.

It helps that adults are pretty fond of these two things as well, and so Konami frequently churns out a bunch of archetypes based on machines. Typically, they wind up being EARTH based for some reasonand, more often than not, theyre also incredibly powerful. This list looks at some of the best machine decks ever made.

One of the oldest archetypes in Yu-Gi-Oh, Ancient Gear was introduced at the same time as Elemental Heroes, with Jaden facing off against Crowler in episode one. Ancient Gear had one of the earliest field spells that had no drawbacks for using it in Geartown, as it allowed both players to summon Ancient Gear monsters for one less tribute. Even though, realistically, only one would have Ancient Gear monsters.

They also have a habit of having monsters that dont let the other player use spells or traps until after the monster has attacked, which is all the more helpful when they have something like Ancient Gear Golem with 3000 ATK.

Yet another Earth-based Machine archetype, Infinitrack is about as straightforward as possible in terms of design. It's based on having the biggest, largest construction machines. The deck works well at making gigantic boss monsters that are either high ranked Xyz or powerful Link monsters, usually boasting incredibly high ATK.

Infinitrack Fortress Megaclops, their simple Rank 3 Link, has 4000 ATK. Of course, it takes three different Xyz monsters to make, so it had to be worth it. Their biggest monsters also have the ability to take monsters from the opponent and use them as materials for their own Xyz.

For a long time, Cyber Dragon wasnt seen as a deck, just as the best Level 5 in the game. Out of nowhere a player could freely Special Summon Cyber Dragon, a monster with 2100 ATK, for no reason other than their opponent controlled a monster.

But eventually,Konami added on to the deck, adding a number of fusion monsters, even a few main deck monsters. However, what really pushed things over into being a real deck was getting Cyber Dragon Infinity. A powerful new Xyz Monster, Cyber Dragon Infinity could simply take the opponents monsters and use them as materials. Then, it could detach materials to negate cards or effects, granting them a boss monster they could aim for, and turning them into a proper deck.

Another extremely old archetype, Gadgets for a long time werent really considered a deck of their own. In a much slower Yu-Gi-Oh, the trick to the deck was they were capable of adding other Gadgets to the hand upon being summoned, creating a consistently new set of resources for the player.

This was usually combined with the trap card Ultimate Offering, which allowed more normal summons at the cost of only 500 Life Points. Since the addition of Platinum Gadget into the Extra Deck - while Gold and Silver have joined Red, Yellow, and Green for theMain Deck -Gadgets are an unending resource generator thats still decent even in this quicker era.

One of a number of elemental archetypes introduced at the beginning of the Xyz era, Geargia had a special mix of focusing on searching and swarming at the right times. Their key card was Gear Gigant X, an Xyz monster that lets players add to hand Level 4 or lower Machine monsters from the deck or graveyard by detaching a single material.

Then if it was destroyed, it could Special Summon a Level 3 or lower Geargia monster from the grave. Though it didnt see much use at the start of that era, in the later years it would go on to become deadly, even when much more powerful decks were around. This was mostly because ofGeargia's smaller core of monsters that effectively kept the players hand full and with monsters on the field, while also helping them run traps for every situation.

One of only a few decks during the Pendulum era that was actually...yknow...a Pendulum deck that saw any success on the competitive scene. They could Pendulum Summon out a number of lower-Level monsters that allowed them to Tribute Summon monsters at the same time, which still let them recur monsters back to the field on the following turn.

The big threat in the deck was Apoqliphort Towers, a 3000 ATK beat stick that couldnt be affected by a monster with a lower Level or Rank than its own. Apoqliphort Towers was a Level ten, so most monsters couldnt touch it, and it forced Special Summoned monsters to lose 500 ATK and DEF while on the field.

A rare occasion where Machines were a different attribute rather than being purely Earth-based. The Mecha Phantom Beast archetype centers around monsters named after a combination of animals and flying vehicles. Their special ability involved generating Mecha Phantom Beast Tokens which allowed them to activate the effects of their monsters.

Their most threatening monster was Mecha Phantom Beast Dracossack, a Rank 7 Xyz which could detach materials from itself to summon tokens. This made it unable to be destroyed by battle or card effect and it could tribute tokens to destroy cards on the field.

Superheavy Samurai have one of the most unique abilities in Yu-Gi-Oh. Making their first appearance in Yu-Gi-Oh! Arc-V, they were Gongenzakas deck. Again an Earth Machine deck, Superheavy Samurai were a bunch of monsters that all had the ability to attack while in Defense position.

Ifthat wasnt bad enough, Superheavy Samurai could use their DEF as attack points, which were almost always obscenely high. They also got more effects when they only had monsters in the graveyard,turning them into quite the effective monster mash deck.

Konamis favorite archetype for machines by far. The Machina is again a group of Earth Machine monsters, most of which resembling factory or construction machines. The deck centers around summoning monsters by discarding them and is responsible for Machina Fortress, one of the most powerful boss monsters introduced to the game.

Machina Fortress can summon itself by discarding Machine monsters, and even if its destroyed by battle, the player can still destroy a card controlled by the opponent. Once outpaced by the game, this deck is supposed to make a comeback this April with the structure deck, Mechanized Madness.

The Earth Machine cards make a return with Karakuri, an archetype of monsters that are based on wooden Japanese puppets. Unable to control themselves, all Karakuri have an effect that forces them to attack if able during battle.

Fortunately, their bigger monsters also have the ability to switch monsters into another battle position, stopping the smaller monsters from having to attack. Karakuri, like most machine types, are absurdly consistent, with thecards focusing on search, drawing, and swarming the field. Though the deck has been around since 2012, it most recently got some support in the January Yu-Gi-Oh set, Ignition Assault.

Staff Writer for CBR, Sage Ashford has also written for Comicon as well as other sites such as The Gamer, and has been doing freelance work since 2014, and been working for CBR since 2017. His focus is primarily on spreading the word on obscure anime, comic books, and games whenever possible. Follow him on Twitter @ sageshinigami, or on Twitch @ sageshinigami.

type | yu-gi-oh card maker wiki | fandom

type | yu-gi-oh card maker wiki | fandom

Pixie ( Ysei, Fairy) monsters, formerly named Nymph, are a Type introduced by NovaTsukimori, representing actual fairy creatures that are more earthly in nature, like sprites and sylphs, as opposed to the angelic beings of the Fairy-Type. Outside of Archetypes, Pixie-Type monsters tend to play on the mischievous aspects of the fae, being a Type that usually focuses on stalling and sabotaging the enemy, as well as being able to continue their harassment by replacing themselves upon destruction ("floaters", so to speak).

Ghost monsters are a new type, with the advent of the Undead Realms. The strategy of Ghost monsters is to either pair up with Spirits or to swarm in the sense Zombies do. Ghost monsters usually represent Spirits, but are not Spirit monsters. They are a little Zombie-like, but they do not really fit in the Zombie-type category. They are usually spirits, souls, and other Ghost-like things.

Civilian monsters are another new Type, one representing noncombatants that are willing to risk themselves in a combat, but have no actual training in survival and using weapons, making them distinct from Warrior. They tend to be regular people, or offshoots of other Types that are more peaceful and supportive than they should be. However, these monsters can have Attributes, Levels, ATK, and DEF.

Attribute Property Indicator (Level (Negative) / Rank / Link Rating / Affinity / Bass / Limit / Mana Count / Mana Energy / Nebula / Power Rating / Product / Quality / Stage / Star Cluster / Wavelength) Card Number Type Ability Pendulum Scale Link Arrow Esper Type Evolute Currency Card text Material Effect (Monster Pendulum) Flavor text ATK / DEF (Original)

Condition (Archetype Archetype-exclusion Level Name Rank Summoning Common Normal Special Fusion Ritual Victory) Cost (Maintenance cost) Monster Continuous like Ignition Like Quick Like Trigger Like Flip Unclassified Control only one Field-Unique Match winner Summon monster Unconfirmed

machine | yu-gi-oh! wiki | fandom

machine | yu-gi-oh! wiki | fandom

Machine ( () () Kikai) is a Type of monster representing robots, transportation vehicles (including spacecraft) and other mechanical objects. Machine monsters are powerful, and in some cases, fearsome to face in battle. They rely on high ATK as well as a variety of powerful effects, and they have some of the strongest Fusion Monsters in the OCG/TCG, that can be made even more powerful with the ATK-doubling ability of "Power Bond", "Cybernetic Zone", or "Limiter Removal". Most Machine monsters have DARK, EARTH, or LIGHT Attributes. In the Yu-Gi-Oh! (anime) first season, they have the special ability of immunity against all type of magic and Spellcaster attacks. Their general strategy varies, but they often have the ability to negate the effects of specific opposing cards and/or destroy them. Machine monsters also have four of their own Structure Decks: Machine Re-Volt, Machina Mayhem, Cyber Dragon Revolution, and Geargia Rampage Structure Deck.

Due to their relative commodity, they are used by many characters in the anime and manga. Some of the more notable characters include Bandit Keith, Vellian Crowler, Syrus Truesdale, Zane Truesdale, Leo, Aporia, Bronk Stone, Gong Strong, and Yugo.

yu-gi-oh! deck builder - build, share and download yu-gi-oh! decks

yu-gi-oh! deck builder - build, share and download yu-gi-oh! decks

The literal and graphical information presented on this site about Yu-Gi-Oh!, including card images, the attribute, level/rank and type symbols, and card text, is copyright 4K Media Inc, a subsidiary of Konami Digital Entertainment, Inc. This website is not produced by, endorsed by, supported by, or affiliated with 4k Media or Konami Digital Entertainment.

cyber style studies part 2: mastering the style - ygoprodeck

cyber style studies part 2: mastering the style - ygoprodeck

The Cyber Style in Yu-Gi-Oh is a very interesting case. You have the ever-so-powerful Cyber Dragons and the lackluster Cyberdarks. Together, you get one of the most iconic archetypes from the GX era. In this series, I plan to go through the popular cards and Decks of the Cyber Style. This way, we can analyze the impact of the Cyber Style on the competitive Yu-Gi-Oh history. From its early days of Cyber Dragon in anything Machine related to Cyber Dragons becoming its own Deck. This study will compile of the overall history of the Cyber Style.

Weve studied the early cards of Cyber Style, now we get to the point of seeing them in action. As mentioned, there are various different Decks that made use of the archetype. From more OTK focused strategies to a control-based focus of generating advantage. These cards were handy in various different Machine Decks throughout the years. It all started with Cyber Dragon being splashed in almost every Deck and evolved into a more Machine toolbox focus. This piece will look at the cards and what they offer to the successful Decks throughout the years. I wont cover every Deck just using Cyber Dragon, as that would mean Id post thousands of Decks. That card has various uses from tribute fodder to Chimeratech Fortress Dragon access. This piece is mainly focused on the Machine toolbox and what Cyber Style added to the arsenal.

As mentioned in part 1, while Cyber-Stein isnt officially part of the archetype, its history is well associated with some of the cards. Its 5000 LP cost was often used to summon powerhouses like Cyber Twin Dragon or Cyber End Dragon. Having either a 2800 ATK double attacker or a 4000 ATK piercer made for perfect OTK tools. With that said, you still needed more to provide the 8000 damage needed for an OTK. Thankfully, we had several options. Firstly, the 5000 LP cost meant you should have low enough LP to use Megamorph. This way, you can double the ATK of your Dragons to hit the opponents LP hard. Second, Limiter Removal is a great card to double your Machines ATK, which your Dragons were. Finally, if you couldnt do enough damage already, you had extra options to deal damage.

Other Equip Spells like United We Stand were useful to give your monsters a slight boost. You could also throw in some burn cards like Cannon Soldier, Poison of the Old Man, or Ceasefire to do a little extra. You could even throw in the massive nuke of Ring of Destruction for more massive damage as well.

Now as for the consistency of the OTK. Last Will is perfect to get Cyber-Stein from Deck, something the previously mentioned Cannon Solder can trigger. You also had other ways to trigger the card like Exiled Force popping a monster to clear the way for more damage. On the other hand, LP gaining cards were also useful for having the 5000 LP cost for Stein. Poison of the Old Man could give you 1200 LP if you werent using burn, and Nimble Momonga made for a viable way to get some LP back during this period. Scapegoat is also useful for protecting your LP, as well as boosting with United We Stand. The Deck was built to quickly pull off the OTK, which helped Cyber-Stein be the first emergency ban in the game.

After looking at the OTK potential of Stein, well now dive into the toolbox potential of Cyber Dragon and Cyber Phoenix. Cyber Dragon was perfectly at home in anything Machine related back in the day. It being a 2100 ATK Special Summon just for the opponent having a monster was great. You couldnt really use a Machine beatdown strategy without Cyber Dragon and its versatility. On the other hand, Cyber Phoenix offered a lot more on paper. The targeting protection it provided to your Machines was great. Anything from the Gadgets, to Jinzo, to Card Trooper appreciated the free protection that Phoenix offered. Destroying Phoenix in battle was also good for you, as it netted you a free draw afterwards to continue your game plan.

Now, for all the Decks and how they made use of this potential. First off, you had the Gadgets, who were great for keeping card advantage. Red Gadget searched Yellow Gadget, who then searched Green Gadget and then back to Red. Therefore, these cards were useful at keeping up card advantage and building up damage on board. Phoenix was a great addition with its floating effect and targeting protection, while Cyber Dragon gave the big ATK option the Gadgets lacked on their own.

Jinzo was another good Machine around this period, as his effect to shut down Traps was extremely useful. Adding extra targeting protection for Jinzo with Phoenix is great, and your Dragon can be free fodder to summon Jinzo. On the other hand, you also had Spell Canceller to be a Jinzo for Spells if need be.

Finally, we see Card Trooper and its similar floating effect. Having a second card to let you draw on destruction was good, but Card Trooper had something different to offer. Its mill effect was good to load up the grave with anything you might want there, while also giving Card Trooper an ATK boost. Even if you didnt need the mill, getting a 1900 body at the very least was pretty good. On the other hand, it loaded up certain effects like Bazoo the Soul-Eater to offer another beater, or Treeborn Frog to revive.

The reason these cards were successful was because of the versatility. Phoenix was hard to remove with effects, and destroying it in battle wasnt optimal. Even if the opponent wanted to remove it, you could try and protect it with your own Trap Cards. Same goes for a card like Card Trooper, and the Gadgets generate the advantage whether the opponent destroys it or not. Jinzo and Spell Canceller were good boss monsters. You had a ton of useful effects in a Machine toolbox, and that isnt to mention Dekoichi the Battlechanted Locomotive and his free draws. This toolbox provided good potential damage and tribute fodder, which is why you saw a ton of Machine Decks over the years. It mixed well with Monarchs, burn cards, banishing cards for Dimension Fusion. There were several options to have success with Machines.

Now we get into the toolbox trying some OTK power with Chimeratech Overdragon. Overdragon was a powerful Fusion that could get to astronomically high ATK if you use enough materials. The only thing was getting to those materials. You likely werent going to have a ton of cards in hand to Polymerization out an Overdragon. The most reliable source for Fusion Materials was the graveyard, and this was thanks to Overload Fusion. Now to load up the grave, you naturally would get monsters in the grave over the course of a duel. With that said, you need quicker ways to load your grave if you want to win fast. This is where Future Fusion came into play and changed everything about the Cyber Style.

Future Fusion could reveal your Overdragon and send all the Machines to the graveyard needed to summon your Overdragon, including the main material being Cyber Dragon. Now, you didnt want to summon Overdragon with Future Fusion, otherwise Overdragon sends Future Fusion to grave and destroys your boss. This is why you want to wait to use Overload Fusion and Future Fusion together. This way, you can immediately summon Overdragon instead of waiting two turns just for Overdragon to basically nuke itself. Other ways to load the grave were using your Machines for tribute fodder, or Card Troopers mill that can get more extensive with Machine Duplication. Many variations of Chimeratech OTK found success thanks to the ease of the combo, and it was still useful after Overload Fusion and Future Fusion were limited.

Finally, we get to the fun that Cyber Valley offered on its release in 2008. Now, while the history of Cyber Valley mostly strays away from Cyber Style, Id be remised to not cover the card. Cyber Valley helped OTK and control Decks in its own way. This was mainly done through its three effects.

First, you got the Battle Phase ending effect that let you draw a card, helpful in stalling out a game. Second, you got the draw 2 effect by just removing it and another face-up monster you control, getting you to potential Traps or OTK cards like Dark Armed Dragon, Dimension Fusion, or Return from the Different Dimension. Finally, you got the effect to return a card in grave on top of your Deck at the cost of banishing Valley and a card in hand, mainly to redraw the power cards in the Deck, and it synergized with the previous draw effect and Machine Duplication. Cyber Valley offered consistency and versatility to several OTK Decks of past, as well as many different control Decks to keep the game in your pace. It isnt seen anymore, but it certainly had its time in the spotlight.

While it might of been for just a short period of time, the Cyber Style defined the GX era metagame. Zane Truesdales cards put Machine Decks at the forefront of the metagame for a couple of years, making it a highly respected and powerful force. Machines were extremely popular during this era, which is why we might see Machine specific counters like System Down or Chimeratech Fortress Dragon. When it was all said and done, Cyber Style left an impact on this game worth remembering and made it a fan favorite archetype. While the Machine toolboxes did die off after the GX era, we eventually saw a rise of Cyber Style once again. Next time, well get into the style evolving into being a pure strategy and the support the archetype received in recent years.

Weve all seen it. The most engage-ing Forbidden and Limited list in a while. Elpy and Drident hit the Graveyard. Miscellaneousaurus and Striker Dragon got cut down, and the almighty Engage has been freed (among other things). We can probably all agree that the Engage unban made the biggest waves what with all the waifu-lovers and just Sky Striker fans in general out there.

The literal and graphical information presented on this site about Yu-Gi-Oh!, including card images, the attribute, level/rank and type symbols, and card text, is copyright 4K Media Inc, a subsidiary of Konami Digital Entertainment, Inc. This website is not produced by, endorsed by, supported by, or affiliated with 4k Media or Konami Digital Entertainment.

reactor - yugipedia - yu-gi-oh! wiki

reactor - yugipedia - yu-gi-oh! wiki

The lettered suffixes of "Summon ReactorSK", "Trap ReactorY FI", and "Spell ReactorRE" spell out "SKY FIRE". Together they combine to Summon "Flying Fortress SKY FIRE". In the Japanese version, the Reactors are called "Summon ReactorAI", "Trap ReactorRR", and "Magic ReactorAID". Their suffixes spell "AIRRAID", while "Flying Fortress SKY FIRE" is "Giant Bomber Airraid".

Visually, they are all based off of WWII-Style aircraft, specifically bombardment-type or fighter/bomber aircraft. They were released in the Pack, Crimson Crisis, and are solely supported by the OCG/TCG effect of "Dark Flattop".

The effects of the "Spell Reactor" and the "Trap Reactor" monster destroy a card of the particular card type and inflict 800 damage to the opponent. "Summon Reactor" instead does 800 damage when the opponent summons and has the ability to negate one attack. While those effects give "Reactors" some nice destructive power, none of the "Reactors" negate the effects of the destroyed cards, making them only useful against Continuous Spells/Traps, Equip Spells or Field Spells. This, however, doesn't necessarily make them flawed, since this makes "Reactors" effective against decks that rely on such cards; and since newer archetypes tend to get incredible Field Spells, making the opponent think twice about playing them is certainly a way of generating pressure.

The burn damage "Reactors" can dish out is also helpful in edging the player closer to a victory, but that damage alone will not be enough to win the duel, since triggering the burn effects ten times (and therefore reaching the lethal amount of 8000) is rather unlikely. Furthermore, most of the "Reactor" monsters will not be around all the time, since they will be used for the Summon of "Flying Fortress SKY FIRE", which means that "Reactors" still need a beatdown-heavy strategy to win a game.

"Reactor" also suffers from the fact that it is a very small archetype. Aside from the three "Reactors" and "Flying Fortress SKY FIRE", the only cards specifically working with this archetype are "Dark Flattop", which potentially revives the entire archetype but is relatively hard to summon for "Reactors", and the Trap Card "Fake Explosion", which is supposed to take care of summoning the "Summon Reactor", but is very specific in its requirements. Most of the monsters also have relatively low stats for their levels, making the deck building process just that much more difficult.

On the plus side, all of the three "Reactors" are DARK Attribute, which grants access to a plethora of useful options: "Dark Armed Dragon" might be very useful in tight situations, while "The Dark Creator" can recycle the "Reactors" for swarming, effects and fighting power. "Phantom of Chaos" can find use in the deck, since it's the effect to mimic a "Reactor" helps summoning "Flying Fortress SKY FIRE". Every DARK deck has access to "Allure of Darkness", helping with the consistency issues the deck undoubtably has. For easier summoning of both "Dark Armed Dragon" and "The Dark Creator" cards like "Card Destruction", "Dark World Dealings" or "Foolish Burial" can be used; this also allows for an easier Summon of the "Summon Reactor" via revival effects such as "Monster Reborn". The DARK Warrior engine can be opted for, with "Dark Grepher" and "Armageddon Knight" filling the GY further and "Reinforcement of the Army" functioning as another consistency tool.

Since "Reactors" are also Machines, certain other cards come into mind to strategize with. "Limiter Removal" is a must in any Machine-based deck that attacks the opponent and can also be an out to your opponent's bigger monsters. "Iron Call" is another option to get a monster back from the GY, both allowing for Xyz or Link Summons as well as bringing a "Reactor" back to get to "SKY FIRE". "Black Salvo" is another DARK Machine monster, which also brings Machine monsters in the GY back to life, allowing for a number of Summoning options.; unfortunately, both "Iron Call" and "Black Salvo" cannot choose "Summon Reactor" as a target.

"Instant Fusion" allows this deck to have a few more tricks up its sleeve: By summoning "Panzer Dragon", you get an easy "Dark Flattop" if combined with "Black Salvo"; if combined with another Level 5 monster such as "Cyber Dragon" or "Summon Reactor", the choices are "Number 33: Chronomaly Machu Mech" or "Cyber Dragon Nova". If a very pesky monster lingers on the opponent's side of the field, just summon "Thousand-Eyes Restrict" and scoop it up with no further issue. "Reasoning" also seems to be a valid option, since the deck features the Levels 3, 4, 5 and 8; just keep in mind that showing a "Flying Fortress SKY FIRE" via "Reasoning" makes it unretrievable.

A possible solution to the Beatdown problem can be found in "Legendary Duelists: Ancient Millennium": "Heavy Metal Raiders" makes the "Reactors" sturdier in battle while giving them ATK boosts and the destruction effects can net you a number of extra monsters if used correctly. "BM-4 Blast Spider" triggers "Heavy Metal Raiders", brings another destruction effect to the party and even supports the burn damage idea. Lastly, "Desperado Barrel Dragon" further supports the aforementioned strategies with more destruction effect, bringing a solid 2800 ATK to the fight, and all the while being extremely easy to summon.

engine - yugipedia - yu-gi-oh! wiki

engine - yugipedia - yu-gi-oh! wiki

If an engine focuses primarily on drawing cards or adding cards to the hand, it is called a draw engine. These are often put into Decks that are inconsistent on their own in order to increase their consistency. There are many draw engines that exist, so when making a Deck, players typically include those that work best with the Deck they are trying to make, e.g. if their Deck's monsters are mainly Spellcaster-Type, they may include a Spellbook draw or searching engine.

These engines use the effect of a specific monster to Special Summon Level 3 monsters to Xyz Summon Rank 3 monsters such as "Leviair the Sea Dragon", "Wind-Up Zenmaines", "Dante, Traveler of the Burning Abyss", "M-X-Saber Invoker" and "Totem Bird" (if using WIND monsters) with minimal effort and investment. There have been three notable variants throughout the history of Xyz Monsters:

The Diva engine is similar to the Tour Guide engine. "Deep Sea Diva" is used to Special Summon another Sea Serpent monster, setting up a Synchro or Xyz Summon. It is more commonly used in "Mermail" Decks, where is possible to search an "Atlantean" monster, specially "Neptabyss, the Atlantean Prince", and provide access to other combos.

The "Machina" engine consists of "Machina Fortress" and "Machina Gearframe". It gives more power to Machine Decks, Including "Gimmick Puppets", "Gadgets", "Geargia" and "Karakuri". "Gear Gigant X" and "Machina Peacekeeper" can be used to search "Gearframe", but the latter is rather not used due to its slow speed.

When the infamous "Dragon Rulers" were Limited, they were commonly used as engines on Decks of their corresponding Attributes. For example, "Redox, Dragon Ruler of Boulders" could be used to revive "Scrap" or "Karakuri" monsters, "Tidal, Dragon Ruler of Waterfalls" could trigger the effect of "Atlantean" monsters while setting up the Graveyard, and "Tempest, Dragon Ruler of Storms" could fit in any Dragon-oriented Deck, mainly "Dragunity".

In Decks that rely on filling the Graveyard, specially "Lightsworn" builds, it has been common to use copies of "Fairy Tail - Snow", that can be used as free Xyz/Synchro materials, while banishing useless cards from the Graveyard or cards that trigger their effects upon being banished. Also, since it can be Special Summoned during the opponent's turn, it can also be used as a way to frustrate an opponent's move, acting like a "Book of Moon".

This engine involves Link Summoning "Crusadia Equimax", then using it to Link Summon "Crusadia Magius". When a monster is Special Summoned to the zone it points to, it can add "Crusadia Draco" to your hand, then use the two monsters to Link Summon "Crusadia Spatha", and Special Summoning "Draco" with its own effect. Finally, the player can use it to Link Summon "Guardragon Elpy", activate the effect of "Spatha" to move it to another zone, then use "Elpy" to Special Summon any Dragon monster from the Deck.

The "Mannequin Cat" Engine involves Link Summoning "Isolde, Two Tales of the Noble Knights", using said effect to Special Summon 3 "Hero Kid", using 2 of them to Xyz Summon "Number 29: Mannequin Cat", then use both "Isolde" and "Hero Kid" to Link Summon "Summon Sorceress". Using Sorceress's effect, Special summon 1 "Beast" monster to your opponent's field, then use "Mannequin Cat"'s effect to Special Summon 1 monster from the Deck. Alternatively, Link Summon 1 "Knightmare" monster using "Isolde" and "Hero Kid", use that "Knightmare" monster to Summon "Knightmare Mermaid" , using Mermaid's effect to Special Summon "Knightmare Corruptor Iblee", using "Iblee" to "Link Summon" 1 Link 1 Monster , then using "Iblee" 's effect to Summon herself to the opponent's side of the field,then use "Mannequin Cat" to Special Summon 1 DARK monster from your Deck to the Field. This engine is best used in 60 card "Warrior" Decks.

This engine uses Sky Striker Mecha - Hornet Drones to Summon a Token,then using it to Link summon Sky Striker Ace - Kagari. Using Kagari's effect to add Hornet Drones back,then use Hornet Drones again for an Instant Link 2. If you Normal Summon a Tuner, the Tuner can be used with Sky Striker Ace - Kagari to Summon Crystron Halqifibrax. Using its effect you can Special Summon Jet Synchron from your Deck, starting multiple combos and swarming the field with monsters.

This engine uses Supreme King Dragon Darkwurm along with a method to send it to the GY with Foolish Burial or Dragon Shrine. With "Darkwurm"'s effect, you can Special Summon it from the GY and add Supreme King Gate Zero from your Deck to your hand, allowing for an instant Scale 0 Pendulum monster that you can use with a higher Scale monster to Pendulum Summon and have potential to use "Darkwurm" as a Link material. You can also set "Darkwurm" in the Pendulum Scale and use its effect to add "Supreme King Gate Zero" to your hand, or Normal Summon "Darkwurm" for a similar effect.

This engine uses "Aleister the Invoker", "Invocation", and the "Invoked" monsters to power up Fusion monsters and Fusion Summon powerful monsters. Normal Summoning "Aleister" adds an "Invocation" to the hand. "Invocation" uses materials in the hand, the player's field and/or either GY for a Fusion Summon. "Invocation" can then be shuffled back into the Deck and return a banished "Aleister" to the hand to repeat the process next turn. The potential of using either GY allows the player to lock out future plays by banishing the opponent's monsters so they can't activate their GY effects later. The other effect of "Aleister" sends itself from the hand to the GY to increase a Fusion Monster's ATK/DEF by 1000, giving it potential to stay alive for a turn or destroy more monsters. This engine works best in Decks that specialize in multiple Attributes and/or happen to specialize in Fusion Summoning as well, such as "Shaddoll".

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